Rendering and environment improvements

more-targets
Daniel Lovell 2024-09-12 11:39:23 -07:00
parent 742da94fe9
commit 2bc8af1ff3
104 changed files with 13846 additions and 220 deletions

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View File

@ -11,7 +11,6 @@ public abstract class Agent : MonoBehaviour
INITIALIZED,
READY,
BOOST,
MIDCOURSE,
TERMINAL,
TERMINATED

View File

@ -4,7 +4,7 @@ using UnityEngine;
public class Micromissile : Missile
{
[SerializeField] private float navigationGain = 10f; // Typically 3-5
[SerializeField] private float navigationGain = 5f; // Typically 3-5
[SerializeField] private bool _showDebugVectors = true;
private Vector3 _previousLOS;
@ -83,10 +83,10 @@ public class Micromissile : Missile
if (_target != null)
{
// Line of sight
Debug.DrawLine(transform.position, _target.transform.position, Color.white);
Debug.DrawLine(transform.position, _target.transform.position, new Color(1, 1, 1, 0.15f));
// Velocity vector
Debug.DrawRay(transform.position, GetVelocity()*0.01f, Color.blue);
Debug.DrawRay(transform.position, GetVelocity()*0.01f, new Color(0, 0, 1, 0.15f));
// Acceleration input
Debug.DrawRay(transform.position, _accelerationCommand*1f, Color.green);

View File

@ -73,6 +73,10 @@ public class Missile : Agent
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.name == "Floor") {
this.MarkAsMiss();
}
// Check if the collision is with another Agent
Agent otherAgent = other.gameObject.GetComponentInParent<Agent>();
if (otherAgent != null && otherAgent.GetComponent<Target>() != null)
@ -83,7 +87,7 @@ public class Missile : Agent
if (Random.value <= killProbability)
{
// Set green for hit
markerObject.GetComponent<Renderer>().material.color = new Color(0, 1, 0, 0.5f);
markerObject.GetComponent<Renderer>().material.color = new Color(0, 1, 0, 0.15f);
// Mark both this agent and the other agent as hit
this.MarkAsHit();
otherAgent.MarkAsHit();
@ -91,9 +95,9 @@ public class Missile : Agent
}
else {
// Set red for miss
markerObject.GetComponent<Renderer>().material.color = new Color(1, 0, 0, 0.5f);
markerObject.GetComponent<Renderer>().material.color = new Color(1, 0, 0, 0.15f);
this.MarkAsMiss();
otherAgent.MarkAsMiss();
//otherAgent.MarkAsMiss();
}
}

View File

@ -41,77 +41,7 @@ public class IdealSensor : Sensor
return positionSensorOutput;
}
// protected override VelocityOutput SenseVelocity(Agent target)
// {
// VelocityOutput velocitySensorOutput = new VelocityOutput();
// // Calculate the relative position of the target with respect to the agent
// Vector3 position = _agent.transform.position;
// Vector3 targetPosition = target.transform.position;
// Vector3 targetRelativePosition = targetPosition - position;
// // Calculate the relative velocity of the target with respect to the agent
// Vector3 velocity = _agent.GetVelocity();
// Vector3 targetVelocity = target.GetVelocity();
// Vector3 targetRelativeVelocity = targetVelocity - velocity;
// // Project the relative velocity vector onto the relative position vector
// Vector3 velocityProjectionOnRelativePosition = Vector3.Project(targetRelativeVelocity, targetRelativePosition);
// // Determine the sign of the range rate
// float rangeRateSign = Vector3.Dot(velocityProjectionOnRelativePosition, targetRelativePosition) >= 0 ? 1 : -1;
// // Calculate the range rate
// velocitySensorOutput.range = rangeRateSign * velocityProjectionOnRelativePosition.magnitude;
// // Project the relative velocity vector onto the sphere passing through the target
// Vector3 velocityProjectionOnAzimuthElevationSphere = targetRelativeVelocity - velocityProjectionOnRelativePosition;
// // The target azimuth vector is orthogonal to the relative position vector and
// // points to the starboard of the target along the azimuth-elevation sphere
// Vector3 targetAzimuth = Vector3.Cross(targetRelativePosition, _agent.transform.forward).normalized;
// // The target elevation vector is orthogonal to the relative position vector
// // and points upwards from the target along the azimuth-elevation sphere
// Vector3 targetElevation = Vector3.Cross(targetAzimuth, targetRelativePosition).normalized;
// // If the relative position vector is parallel to the yaw or pitch axis, the
// // target azimuth vector or the target elevation vector will be undefined
// if (targetAzimuth.magnitude == 0)
// {
// // In this case, we can use the right vector as the azimuth
// targetAzimuth = _agent.transform.right;
// // And recalculate the elevation vector
// targetElevation = Vector3.Cross(targetAzimuth, targetRelativePosition).normalized;
// }
// else if (targetElevation.magnitude == 0)
// {
// targetElevation = Vector3.Cross(targetAzimuth, targetRelativePosition);
// }
// // Project the relative velocity vector on the azimuth-elevation sphere onto the target azimuth vector
// Vector3 velocityProjectionOnTargetAzimuth = Vector3.Project(velocityProjectionOnAzimuthElevationSphere, targetAzimuth);
// // Determine the sign of the azimuth velocity
// float azimuthVelocitySign = Vector3.Dot(velocityProjectionOnTargetAzimuth, targetAzimuth) >= 0 ? 1 : -1;
// // Calculate the time derivative of the azimuth to the target
// velocitySensorOutput.azimuth = azimuthVelocitySign * velocityProjectionOnTargetAzimuth.magnitude / targetRelativePosition.magnitude;
// // Project the velocity vector on the azimuth-elevation sphere onto the target elevation vector
// Vector3 velocityProjectionOnTargetElevation = velocityProjectionOnAzimuthElevationSphere - velocityProjectionOnTargetAzimuth;
// // Determine the sign of the elevation velocity
// float elevationVelocitySign = Vector3.Dot(velocityProjectionOnTargetElevation, targetElevation) >= 0 ? 1 : -1;
// // Calculate the time derivative of the elevation to the target
// velocitySensorOutput.elevation = elevationVelocitySign * velocityProjectionOnTargetElevation.magnitude / targetRelativePosition.magnitude;
// return velocitySensorOutput;
// }
protected override VelocityOutput SenseVelocity(Agent target)
{
VelocityOutput velocitySensorOutput = new VelocityOutput();

View File

@ -9,10 +9,48 @@ public abstract class Sensor : MonoBehaviour
_agent = GetComponent<Agent>();
}
/// <summary>
/// Main sensing method to gather information about a target agent.
/// </summary>
/// <param name="target">The agent to sense.</param>
/// <returns>SensorOutput containing position and velocity data.</returns>
/// <remarks>
/// Implementers should:
/// 1. Call SensePosition to get position data.
/// 2. Call SenseVelocity to get velocity data.
/// 3. Combine results into a SensorOutput struct.
/// </remarks>
public abstract SensorOutput Sense(Agent target);
/// <summary>
/// Calculates the relative position of the target agent.
/// </summary>
/// <param name="target">The agent to sense.</param>
/// <returns>PositionOutput containing range, azimuth, and elevation.</returns>
/// <remarks>
/// Implementers should calculate:
/// - range: Distance to the target (in unity units).
/// - azimuth: Horizontal angle to the target (in degrees).
/// Positive is clockwise from the forward direction.
/// - elevation: Vertical angle to the target (in degrees).
/// Positive is above the horizontal plane.
/// </remarks>
protected abstract PositionOutput SensePosition(Agent target);
/// <summary>
/// Calculates the relative velocity of the target agent.
/// </summary>
/// <param name="target">The agent to sense.</param>
/// <returns>VelocityOutput containing range rate, azimuth rate, and elevation rate.</returns>
/// <remarks>
/// Implementers should calculate:
/// - range: Radial velocity (closing speed) in units/second.
/// Positive means the target is moving away.
/// - azimuth: Rate of change of azimuth in degrees/second.
/// Positive means the target is moving clockwise.
/// - elevation: Rate of change of elevation in degrees/second.
/// Positive means the target is moving upwards.
/// </remarks>
protected abstract VelocityOutput SenseVelocity(Agent target);
}

View File

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@ -69,6 +79,13 @@
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"com.unity.shadergraph": {
"version": "14.0.11",
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.render-pipelines.core": "14.0.11",
"com.unity.searcher": "4.9.2"
}
},
"com.unity.test-framework": {
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"depth": 1,

View File

@ -3,7 +3,7 @@
--- !u!30 &1
GraphicsSettings:
m_ObjectHideFlags: 0
serializedVersion: 13
serializedVersion: 15
m_Deferred:
m_Mode: 1
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
@ -13,9 +13,6 @@ GraphicsSettings:
m_ScreenSpaceShadows:
m_Mode: 1
m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
m_LegacyDeferred:
m_Mode: 1
m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
m_DepthNormals:
m_Mode: 1
m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
@ -28,6 +25,7 @@ GraphicsSettings:
m_LensFlare:
m_Mode: 1
m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
m_VideoShadersIncludeMode: 2
m_AlwaysIncludedShaders:
- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
@ -36,9 +34,9 @@ GraphicsSettings:
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}
m_CustomRenderPipeline: {fileID: 0}
m_PreloadShadersBatchTimeLimit: -1
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_CustomRenderPipeline: {fileID: 11400000, guid: b878898ee2477064e8a9e73796569770, type: 2}
m_TransparencySortMode: 0
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
m_DefaultRenderingPath: 1
@ -47,6 +45,7 @@ GraphicsSettings:
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m_FogStripping: 0
m_InstancingStripping: 0
m_BrgStripping: 0
m_LightmapKeepPlain: 1
m_LightmapKeepDirCombined: 1
m_LightmapKeepDynamicPlain: 1
@ -57,7 +56,12 @@ GraphicsSettings:
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m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_LightsUseLinearIntensity: 0
m_LightsUseColorTemperature: 0
m_LightsUseLinearIntensity: 1
m_LightsUseColorTemperature: 1
m_DefaultRenderingLayerMask: 1
m_LogWhenShaderIsCompiled: 0
m_AllowEnlightenSupportForUpgradedProject: 0
m_SRPDefaultSettings:
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 7985c859853f1ea4d811ef16792033b9, type: 2}
m_LightProbeOutsideHullStrategy: 0
m_CameraRelativeLightCulling: 0
m_CameraRelativeShadowCulling: 0

View File

@ -293,3 +293,196 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Enable Debug Button 1
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left ctrl
altNegativeButton:
altPositiveButton: joystick button 8
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Enable Debug Button 2
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: backspace
altNegativeButton:
altPositiveButton: joystick button 9
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Reset
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left alt
altNegativeButton:
altPositiveButton: joystick button 1
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dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Next
descriptiveName:
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negativeButton:
positiveButton: page down
altNegativeButton:
altPositiveButton: joystick button 5
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Previous
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: page up
altNegativeButton:
altPositiveButton: joystick button 4
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Validate
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: return
altNegativeButton:
altPositiveButton: joystick button 0
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Persistent
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: right shift
altNegativeButton:
altPositiveButton: joystick button 2
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Multiplier
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left shift
altNegativeButton:
altPositiveButton: joystick button 3
gravity: 0
dead: 0
sensitivity: 0
snap: 0
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m_Name: Debug Horizontal
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positiveButton: right
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sensitivity: 1000
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m_Name: Debug Vertical
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- serializedVersion: 3
m_Name: Debug Horizontal
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positiveButton: right
altNegativeButton:
altPositiveButton:
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sensitivity: 1000
snap: 0
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type: 2
axis: 5
joyNum: 0
m_UsePhysicalKeys: 1

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